-
Posts
2007 -
Joined
-
Let me preface this post with, this is not my build is great and your stinks. This is not me showing off.
Its a build which I use for many AT that have Traps accessible to them.
What can you do with this build ?
You can basically take the Trap powers and move that build over to any AT that has traps. Slot up your primary or secondary and with minor adjusting you can obtain defense soft cap with that build as well.
Is defense soft cap the end all be all ? No, many AT can obtain it but fail at other elements of the AT when trying to obtain defense soft cap. But there are some AT like the Mastermind that truly do benefit very well from the defense soft cap.
How do you know you have defense soft cap ?
If you open up MIDs click on "view totals" button to the right of where you picked which archetype you want to play. A new box will appear. That box has 3 other buttons. Survival, Misc Buffs and Status. You should click Survival to see the defense numbers.
Under Survival you should see 3 categories. Defense, Resistance and Health and Endurance.
You should be looking at the Defense Section.
Under Defense section you should see 7 types of damage listed
- Smash
- Lethal
- Fire
- Cold
- Energy
- Negative
- Psionic
- Melee
- Ranged
- AOE
How it basically works is when someone attacks including NPC they do some sort of attack ( No, duh ) that is either ranged ( think gun ) or melee ( think sword ) or AOE ( think fireball ). Mids will tell you what damage each power does and what positional damage it does. I think everyone gets this and is self explanatory.
When a bad guy attacks the game will look at your defenses and it will take the GREATEST highest number based on that attack. So if you get hit with a ranged energy blast which does of course energy damage the game will look at both your energy defense and range defense and take the better number.
This post can explain why getting soft cap defense is good when possible and worthwhile.
http://dechskaison.blogspot.com/2011...important.html
I have copied out the part which explains the 45% defense cap numbers for those just wanting to get the gist of it. But without a doubt its a very, very good read and game breaking in many ways.
Quote:So if your running at 0/8 no bosses and you add up the time it takes for even con minions to attack 13 times. I am pretty sure you can see that you can wipe them out before they get their 6th attack in with 2 trip mines. If you cannot kill even con minions with traps alone by the 13ths attack your doing something horribly wrong. I am not even considering your Pets into this equation.Last scenario: 45% defense.
Here we are, the legendary soft cap. Elude defense levels, or the SR scrapper with great IO's.
Even level minions now only hit 5% of the time. Now, after thirteen attacks, it is still likely (51.3% to be exact) that you have dodged all of them. Series of five attacks: The chance of getting hit by two or more is only 2.3%, and that never happens.
Now a +2 boss shows up and you laugh. He only has a 7.8% chance to hit you, which works out so that he's only likely to have hit you by the ninth swing. This is why hitting the soft cap is important, only 10% more defense than the last case, and you're likely to dodge three times as many attacks. In a series of five attacks, it is only 5.2% likely that he has hit you two or more times.
Let's have some fun with the numbers. Imagine a +4 AV staring you down. With soft-capped defense, that AV has a surprisingly low 10.5% chance to hit you. "Wait a second," you say, "10.5% can't be right!" Believe me, it is. I'll get to why that is later, but for now, just take this in. With 45% defense, a +4 AV will only hit you one time in ten, which is less often than an even level minion will hit someone with 35% defense. Four levels and three rank increases don't compare to 10% of added defense. In-freaking-credible.
Against this AV, you are likely (51.4%) to dodge six attacks in a row. In a run of five shots, he will hit you with two or more a minuscule 8.9% of the time. You can effectively tank a +4 AV.
Side note: Once the day comes that Pet AI is finally fixed it will make Robot Traps even more massive.
So now you understand that your looking for Defense numbers that say 45% or better.
If you look at the build you will see that Melee, Ranged and AOE are at 45% or better.
Another side note: If you look at Health and Endurance you will see your Regeneration ( which is health ) is at 500% range. That is pretty much in the range that Regeneration and WP players are working in. Granted theirs is higher in many cases, but remember your a mastermind.
The last 3 powers in the build I picked up because I was tired of failing LGTF because we either didn't have enough holds or strong enough holds or the player who could hold logged off. I had fireball and it was great for getting building up aggro. I might switch back to it as I just am not loving the holds that much. Regardless it has no effect on traps or me obtaining defense soft cap.
With this build I am running 0/8 and 1/8 missions with no issues. I could run 2/8 but I cannot pull several groups at a time as I do with lower settings. Basically what happens is I have too many mobs and I cannot hold all there aggro which causes them to attack my FFG. Further that lucky hit generator kicks in and forces a hit to occur. So when you have 20 to 30 mobs on you end up getting several hit against you. At a 2/8 setting it just is too crazy. I end up resummoning FFG more then I would like.
Final comment before the build. If you have better TRAP defense soft cap build by all means post it if you wish. Or if you reworked the build to make it better by all means post it if you wish. Ignore the levels of where the powers are picked I use the free form option when creating a build and just pick powers I want regardless of levels. I am looking at the numbers. As I level in game I pick the powers accordingly. So I do pick Assault bot at 26 and not level 32 persay.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Battle Drones- (A) Blood Mandate - Accuracy/Damage
- (15) Blood Mandate - Damage/Endurance
- (15) Blood Mandate - Accuracy/Endurance
- (19) Blood Mandate - Accuracy/Damage/Endurance
- (19) Blood Mandate - Accuracy
- (25) Blood Mandate - Damage
- (A) Enfeebled Operation - Accuracy/Recharge
- (3) Enfeebled Operation - Accuracy/Endurance
- (3) Enfeebled Operation - Endurance/Immobilize
- (5) Enfeebled Operation - Immobilize/Range
- (5) Enfeebled Operation - Accuracy/Immobilize
- (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Pacing of the Turtle - Chance of -Recharge
- (7) Impeded Swiftness - Chance of Damage(Smashing)
- (9) Positron's Blast - Chance of Damage(Energy)
- (45) Positron's Blast - Damage/Recharge
- (A) Doctored Wounds - Heal/Recharge
- (9) Miracle - Heal/Recharge
- (11) Harmonized Healing - Heal/Recharge
- (27) Regenerative Tissue - Heal/Recharge
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (A) Shield Breaker - Defense Debuff
- (11) Shield Breaker - Accuracy/Defense Debuff
- (13) Shield Breaker - Accuracy/Recharge
- (13) Shield Breaker - Defense Debuff/Endurance/Recharge
- (46) Shield Breaker - Accuracy/Endurance/Recharge
- (46) Shield Breaker - Chance for Lethal Damage
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Lockdown - Accuracy/Hold
- (21) Lockdown - Accuracy/Recharge
- (21) Lockdown - Recharge/Hold
- (23) Lockdown - Endurance/Recharge/Hold
- (23) Lockdown - Accuracy/Endurance/Recharge/Hold
- (25) Lockdown - Chance for +2 Mag Hold
- (A) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (A) Perfect Zinger - Taunt
- (43) Perfect Zinger - Taunt/Recharge
- (43) Perfect Zinger - Taunt/Recharge/Range
- (45) Perfect Zinger - Accuracy/Recharge
- (48) Perfect Zinger - Taunt/Range
- (48) Perfect Zinger - Chance for Psi Damage
- (A) Endurance Reduction IO
- (A) Stupefy - Accuracy/Recharge
- (29) Stupefy - Endurance/Stun
- (29) Stupefy - Accuracy/Endurance
- (31) Stupefy - Stun/Range
- (31) Stupefy - Accuracy/Stun/Recharge
- (31) Stupefy - Chance of Knockback
- (A) Sovereign Right - Accuracy/Damage
- (37) Sovereign Right - Damage/Endurance
- (39) Sovereign Right - Accuracy/Endurance
- (39) Sovereign Right - Accuracy/Damage/Endurance
- (39) Sovereign Right - Accuracy
- (40) Sovereign Right - Resistance Bonus
- (A) Blood Mandate - Accuracy
- (33) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (34) Blood Mandate - Accuracy/Endurance
- (34) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Damage
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Endurance Reduction IO
- (A) Resist Damage IO
- (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (50) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (50) Trap of the Hunter - Accuracy/Recharge
- (A) Celerity - +Stealth
- (A) Essence of Curare - Accuracy/Hold
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Healing IO
- (50) Healing IO
- (A) Performance Shifter - Chance for +End
- (40) Performance Shifter - EndMod
- (46) Endurance Modification IO
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1592;755;1510;HEX;| |78DA9D93F94F135110C7DFF6A0F4A2ADA5520A48CB210865A15113AFC478C784262| |81A8D1AC90A0B6C52766BB74DC40B3C7EF407C52B31F13745FDD5C4C4A031E09FA3| |7278E0AD75DECC836DD2DFDCC0F7D3CE9B9937339D4D9FDBEB636C722793827B328| |A690EA41533AFE6C6347DC8995646B441E6628CC52CEB407F616CCCD0E5C3C61923| |AF0D9A9192A3DD85E161F9484EC99AA183FAA89A53F5BCBCF2C1DF67181979BF363| |29AD7F4110F7EEBCFAAEA50003FF6AACA909A3347B56C08BFA7155DCB16324A5E33| |F4FA7D596D502E2DC1286444A1E351286F33FCCF3899788A4EF60E906255EF091F1| |06BE6090B88E82262DC51127553E226DB14E116C2719B7017517107711EA2248AB2| |4BCFE9641AD0C02A5F62DAE40BC405F0B34BE4674FA35FE501401BF3EC42C476609| |40433A6F28BCC19C3D02630B92894B93AD17411B2B945AD6EC9CE033D3684CF4E70| |20BA9C840A440812792991CD1BC11A62D58878106107073F3948FE1AAC2719455C8| |20B03223410C18283D58420220CA1217270861ED978B6B6C7880DD3842784A7888E| |6788CB90362CFA082FA3A9FA2BE11B62ED77C20F44F427C20177454499116AA05BB| |4032735225F8D4E3719842C227916D19D239888D730F05A31F3DA040E78020AAB13| |89EA267004F593842B88755709D708D7116F2051831842C312266AF98858FF89F09| |9F005D1B68C9885A846715723AD649CB6364E5B9BA0AD4DD0D626685D27A1C22611| |D5F40BFB68FE4DF843F88B682912989D630EEE6A15ADB652ABB370D02ED6AB3D89A| |63930759297AD93F63CF580700FD10C7396458CECC60BDE424C8FC8DC338C5EF5D6| |1B057FF0B0DE324B9FF5FE30092D69CBA7E80E325E3723E7FF7A667C2BE9DC873CA| |0FD5C8E7239C6E53897135C4E7239C5E53497012EC557ABD1812DBCAEAD5CB671D9| |CE2502F5B11BDCD3E505F172F171F173A9E212E012E412E612E3F2D0BBDAD13C044| |B5269FF0B659645CB22492DF80BA5084BD6894DBA4F6FDD14A22B8E0E3D6503EF28| |B3A4CA2C9BCA2C1BCB2CD684FF0130944425| |-------------------------------------------------------------------|
-
Quote:Your lips to Dev's ears..Maybe now that Castle is gone we can get the new powers guys to look into pet AI.
I ran BSF yesterday and my Tier 3 ran in just to punch the AV getting killed in the process. These darn pets are ALL OVER THE PLACE.
Further with all the stealth running in BSF it is useless to have anything other then Super Speed with a Stealth IO. Of course that goes for other TF and SF that are stealth run as well. -
Quote:The most I have had out was 26 mines, that I can recall.Yes, I'm aware of Traps' lackluster damage on trip mine, but I was wondering two things. First, according to the mids of my Traps/Psi build, I'll have a 5.5 recharge on Trip mine. I was wondering if there were a maximum amount of mines you can have (until you hit the 260 timer on the mines) and if I were to lay that many mines, would I be able to own AV/EBs by just the crazy amount of mines.
As a side note, Mids no longer tells you how much damage trip mines do.
But regardless of Trip mines lack luster damage per say Traps will get you full positional soft defense cap and tons of debuffs along it will also allow you to drop trip mines at will because your capped out. Device blasters cannot do that because they lack the defenses you can acquire from Traps. Not saying Blasters cannot walk in and toe bomb a tank or brute engaged mob. But they have a great chance of having their placement broken from AOE damage. My AR Device has been almost killed at times foolishly trying to toe bomb an AV. -
I can tell you this. Use my build just to review the endurance use to recovery ratio and try to stay away from that. Mine is bad straight and simple. Once I finished that build the first thing I did was run to do Incarnate and picked up Cardiac to Tier 2. That completely changed things around. I am at Tier 3 atm.
What I am considering to do is the following.
1. Try to keep my Range Defense high enough that one Purple inspiration will more then cap me, I am considering when I get debuffed here.
2. Improve my Endurance ratio.
3. See if it is possible to pick up Aid Self.
4. keep my Full Auto recharge number at where it is or a bit better. As I mentioned in a previous thread you have to be doing 15 seconds on your recharge with Full Auto to out dps my build persay sans Incarnate. Again its a simple mans rule of thumb. I have looked at about 12 or 13 other builds posted up and only 1 was at the 15 second mark ( 15.9 ) and one other was 16 ( 16.7 ). But every other build was above that and even higher then my 20 second recharge. So it comes to say if your FA is higher then mine then so is the rest of your recharge for all your powers. To me having a recharge on Full Auto at 25 seconds and then having a damage increase from IOs in the set which bring you to 101% compared to my 99%. I am more then happy to take my 2% decrease and be able to fire my FA more then you and have my range soft cap to boot.
5. Pick up the damage incarnate instead.
If I could accomplish the above I think it would be a very, very good AR Device build. I have Aid Self on my Archery EM which is also ranged cap and it really, really helps out when a few mobs come into melee range and tag me with a few hits. I can jump back a few feet and fire off Aid Self at a safer defense position ( ranged ) and feel comfortable I am going to get a heal off. Thus less green popping. So if I can use the same technique for my AR Device it just adds another tool in my tool belt. -
Quote:I don't see buying a Celerity +stealth IO as a waste. It is helpful based around what your looking to do. I will say it is less effective in super jump, it just not offer the same effect as it does in super speed.Sorry, so late to the party.
I see you don't like Gun drone, thats fine. Thats your choice. But youre giving up huge defiance damage bonus by not summoning it.
Also, Ignite, because it is a pet summon, needs its own accuracy enhancement. I 6 slot that puppy and try to slot as much recharge dmage and accuracy as I can Frankenslot into it. It is, quite often, your best tool against Arch-Villains. And if you're going to be doing TF's now to get the Alpha slot goodies, you'll be beating on a lot of them.
Since you have smoke grenade, you need no further stealth to toe bomb, but Im sure you know this already. Dont let other people tell you to waste merits on Celerity +Stealth IOs. You don't need them. If one drops for you, then great. Slot it in sprint, after an end redux. Also, Celeritys on no longer really out of price range to just buy on the market and craft yourself.
As was already mentioned some mobs have a high perception and do notice you when you have no proc and trying to get in to use smoke grenade. Rikti Drones are a perfect example of that among other mob types.
Further I think we can debate the thought of waste to many other powers in this set or even the AT itself. Like they say one mans garbage is another mans fortune. -
Quote:I would have to say about 80% of the gaming population has no clue about the circumstances when a Stalker will out do a Scrapper. I consider myself middle of the road and I wouldn't honestly know either.Scrapper, except in two circumstances...
1)Electric/nin stalker over electric/anything scrapper, because it is capable of higher dps in those AV fights if the player knows what he is doing.
2)A team made up of players who will stay in melee range, and no significant damage buffs. If I could count on getting the full 33% crit chance out of the Stalker, his damage pulls ahead easily. This type of team is pretty rare for these things though.
As a semi experienced player I know that you don't need a full team for anything. I think 4 solid players do the work and everyone is DPS. So that being said if I have the key players picked up for a TF then the rest is fodder, including myself depend on what AT I am playing.
So like some others I would pick up whomever sent me a tell first. But I have never looked to pick up a stalker for some specific reason as I might a healer, debuffer or controller or DPSer. -
Thugs Traps is good, anything /traps is good. You can gain personal defense cap with Traps and taunt mobs onto you while your pets attack.
Robots might be a bit better because of the damage type they put out. But its not game breaking.
Dark is good.
Storm is good IF you learn how to use it properly in a team environment otherwise people will complain and possibly kick you from a team. Storm solo is good, but that is not the issue, it is when your in a team where it becomes a problem. Your basically cannot do your solo style fights in a team environment.
I would not go take ninja or undead. I know some will quickly disagree. I think were they come into issues is fighting AVs. Since they are more geared to Melee fights the AV big AOE hits usually kills them out right. Ranged pets have less of an issue with this.
I would not take Trick Arrow just too many issues with it and I have yet to see any thread that someone is boasting about how great trick arrow is and the amazing things that can be done with it.
Poison is single target oriented. Might be nice if your fighting some AV or something but trying to increase your difficulty setting might be rough.
Pain is nice will probably just get you teams just because your pain for heals. I know I've been told we don't care about your pets can you heal.
Demons is nice as well, it's on par with Robots and Thugs. -
Hey BTW much props to Fiery-Enforcer for actually being helpful on how he did it and what his spec is. Several would just keep it quiet or a secret. Granted not that hard to figure out from the pictures but you even go as far as explaining the methods and powers behind technique.
P.S. Happy the thread was revived. -
-
I'm just wondering how Power Boost from Energy Assault affects Mind Control powers ? I understand with bubbles it will increase the protection of timed bubbles but not toggle powers. So what effects does it have on confuse or Mass Hypnosis ?
-
Congrats and I hate you
Really cool stuff.
Xhris funny enough I have a low level mind energy myself. I think you might have a slight advantage with power boost. Wouldn't power boost help increase the confuse or sleep effects ?
I'm wondering exactly how that works.. Time for a new thread. -
Quote:Eldorado was on the mark.Oh was that it? Building for Positional Defense. Didn't even bother to look at those numbers, I just looked at the typed defenses.
Yeah, I'd build for Typed Defense. And the build I posted above should be about the same price range as the build posted.
I actually have your build you posted a while back for me. I am still trying to get my head around something else beyond Defense Cap. It really is a hard thing for me to get away from.
I do happen to have 4 sets of kinetic combats out of pure luck. I think 1 might be the proc though. But regardless I the cheapskate in me wanted to possibly sell them for the money and weasel a cheaper way around this build.
Without looking at your data file I am pretty sure my 2nd build is more in line of what you posted.
Here is what threw me off a bit I guess. Yesterday I did Tip missions with some level 50s I was 45 slotted with SOs. I decided to pull away from the group and solo a group of mobs just ahead of us to see what I can do. I was impressed to see that I didn't die or get that beat up. It took me a bit to see rise to the challenge kick in. I actually was about to bail out of the fight when I think rise to the challenge kicked in and I started regening HP at a faster rate. It took some getting used to.
So after seeing that I though, I guess incorrectly that my newer IO build ( the first build I posted ) would be good enough to handle and more what my SO build was doing now.
I will post a 2nd build once I am home to see how off base or on the mark I was before getting derailed again.. -
After posting my build a while back players reviewed my build and gave me a bit of insight. I worked the build and then reworked it. I read some more and took a bit from some others on the forums. Here is what I am looking at atm.
I have 2 builds, but this is the first one which I am more fond of. I will post up the 2nd build if this one is off base.
I went the route of shadow meld which I can use every 15 seconds to gain Defense Cap across the board. I picked up assault and tactics to give me a bit of accuracy and added dps. Hasten was required to help get shadow meld up a bit more.
I think I have a decent number for regeneration ( 661%) and my recovery is just about at the 2 (1.99) point mark for endurance use to endurance recovery. My regen number is of course VS one opponent.
My concept would be Shadow meld to start the fight to get over the rough spots and Alpha and let Rise to the Challenge kick in. I'm aware that Hasten is not perma and I have a 50 second gap at times.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Nimble Slash- (A) Pounding Slugfest - Accuracy/Damage
- (48) Pounding Slugfest - Damage/Endurance
- (A) Aegis - Resistance/Endurance
- (36) Aegis - Resistance/Recharge
- (36) Aegis - Endurance/Recharge
- (36) Impervium Armor - Resistance/Endurance
- (37) Impervium Armor - Resistance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (3) Mako's Bite - Damage/Recharge
- (9) Mako's Bite - Accuracy/Endurance/Recharge
- (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (11) Mako's Bite - Chance of Damage(Lethal)
- (A) Mako's Bite - Accuracy/Damage
- (5) Mako's Bite - Damage/Endurance
- (5) Mako's Bite - Damage/Recharge
- (7) Mako's Bite - Accuracy/Endurance/Recharge
- (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (9) Mako's Bite - Chance of Damage(Lethal)
- (A) Multi Strike - Accuracy/Damage
- (13) Multi Strike - Damage/Endurance
- (13) Multi Strike - Damage/Recharge
- (15) Multi Strike - Accuracy/Endurance
- (15) Multi Strike - Accuracy/Damage/Endurance
- (17) Multi Strike - Damage/Endurance/Recharge
- (A) Pounding Slugfest - Accuracy/Damage
- (43) Pounding Slugfest - Damage/Recharge
- (50) Crushing Impact - Accuracy/Damage/Recharge
- (50) Crushing Impact - Accuracy/Damage/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (17) Aegis - Resistance/Endurance
- (19) Aegis - Resistance/Recharge
- (19) Aegis - Endurance/Recharge
- (21) Aegis - Resistance/Endurance/Recharge
- (21) Aegis - Resistance
- (A) Defense Buff IO
- (A) Miracle - Heal/Endurance
- (37) Miracle - Endurance/Recharge
- (37) Miracle - Heal/Recharge
- (39) Miracle - Heal/Endurance/Recharge
- (40) Miracle - Heal
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) Serendipity - Defense/Endurance
- (A) Mako's Bite - Accuracy/Damage
- (40) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (42) Mako's Bite - Accuracy/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (43) Mako's Bite - Chance of Damage(Lethal)
- (A) Numina's Convalescence - Heal/Endurance
- (45) Numina's Convalescence - Heal
- (46) Numina's Convalescence - Endurance/Recharge
- (46) Numina's Convalescence - Heal/Recharge
- (46) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Efficacy Adaptor - EndMod
- (45) Efficacy Adaptor - EndMod/Recharge
- (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (48) Efficacy Adaptor - Accuracy/Recharge
- (A) Accuracy IO
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Endurance/Recharge
- (31) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (A) Steadfast Protection - Knockback Protection
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Adjusted Targeting - To Hit Buff/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (48) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (34) Numina's Convalescence - Heal
- (A) Efficacy Adaptor - EndMod
- (25) Efficacy Adaptor - EndMod/Endurance
- (25) Efficacy Adaptor - EndMod/Recharge
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1587;745;1490;HEX;| |78DAA5945B53525114C7F7818388A0808817BC9B8A6221A4CD747968A6CCB491191| |3D32E1673C22D9067E00438DD1BEBD96AFA00BDF42D9A3E504F5D1E9BA9A4B5D7FF| |00CDF0D819FDFF386BFFD75E6B2FCE21F578C927C4E145A1755D368D4A2593CE960| |DCB926557CAC815B2C22D8488D463999434A58C2F1D1866E69269ECCA4A736949EE| |C96245C6B70BA669951EC97270B598976559ACC6EB1FFCEBA592195F939458AEE40| |B5627DF2F1772F96AA198F3D5572DBAE9E09BB425E5EEC015AB908DA7AB86B94F65| |D2A5033393322A55597ED24FBD9DA1FFA7AA49BE6A9A58210C8BF955C6965AD1784| |51709FA90142792C0696092101593538C676EDB2D6A2E6D4F28832307E419ED0546| |C703609FF19CB29C769613593AB27464B521AB0D59EDC87A41592E3BCB6571C8F71| |02833BA2A4095113860BCA42C37F75873BA71D4D8354632CB86E42E639B7C1E1CDC| |E5E9D3942180F377E3FCDD387FCF02B0C80852961759C23BC21BDDA450A73DC1CE2| |B18D632709531BDC288AE326E91DD0FBBC31FE6506F0F702C140EC910B48F1DC4B0| |A2185614C39AC5B06218560CC3BA4D59218D8FAD87AE73AF276F304E6D006960937| |187EC6174E10C1F39D8FE0678CB987FC77090AF0FCD88BE08577A45A101BBBF815F| |EC8AFC06FE30868E811A63447DF349B1435983F6B107C3DCC3480F106038C9306C4| |F76B89FBF8FD7141AB52B8DA2D2182A8DA1D2182A8DA3D2382A85286BC2DE68E223| |AFE8149AB28B4FA1F8348A4FA3782F19666CC30C0CB330CCC2F085B69EB3E730873| |9FCA45F8538428E3872E6E7F0840113B469C26E2481D090DE780FE98F2EB1D61259| |D71BAF98D03832AA37DED1FFBA3EF9EAB53C1B1DA49B4AD6956C29D9517257C93D2| |58692FB4AB24A6A9F1BD9FEB3AAA1734ACE2BB9A0241C2039524EB797C4ABC4A7A4| |53499712BF928092909288920F4A6A9E40E307A2F695F6D0B47FCFFFAD25F2BD19D| |1B42D9EFD389EF61FCD15878607BBFF3D80E73BD132F0584B24D912596C892CB444| |9A83FE0B9077315B| |-------------------------------------------------------------------|
-
I'm a bit confused reading MIDs description of Strength of Will. The impression I am getting is it is NOT a full endurance drain, but it does drain a large portion of your endurance when it expires..
So wondering if someone could tell me which way this power goes from first hand experience. -
I can't click the link to import the build. Add the data chunk at the end.
-
It would be nice to see both end of the spectrum for the attacks. I really don't know how much I am giving up DPS wise for survivability. I would like to have someone numbers from some high end build related to full auto and some other AR attacks. So I can compare to actually say wow I am loosing a lot of DPS for Range Defense cap or I might only be loosing a few points. Either way I think it would help everyone out because it would help gauge how much of one you want to give up to benefit from the other.
I do know that even if you fire first on a group they still get a chance to hit you back, so you both can end up dead.
I'm not sharp on the numbers to do any napkin math on this though.
EDIT
Okay not being up to snuff on the numbers what I did was pretty much pull many of the builds I could find related to AR Device and I compared Full Autos damage and recharge. End result not counting any build up proc in targeting drone pretty much everyone had the same range of 107% damage bonus, some had a bit more some had a bit less, but on average that was the number. The key part was when we started comparing recharge time on Full Auto. Nutshell I am firing off Full Auto at about 20 seconds ( actual 19.5 ) others were firing it off at 15 seconds ( it was 15.9 actually but giving a benefit here ).
So end result those firing off at 15 seconds or less were getting another Full Auto off for a increase of 350 damage. Out of the 6 other builds I seen only 1 player was at the 15 second mark, but had pretty much non existing defenses at all. So eating 3 or 4 luck inspirations would be required.
To me having the Range Cap and more survivability is worth the 350 DPS loss. As someone can eat lucks I can reds to increase my DPS, of course someone can jump in and say so can the other guy and they can eat both purples and reds to stay on top. The reality is how many of these things do we have and how lucky are you going to be to always have 3 you don't need to combine to make one you do need. Where someone is eating an inspiration for a necessity to stay alive, I am doing it for a performance increase. It's much better to have and not need then to need and not have. -
@Dragonkat
I' glad you can admit that Device is lacking.
Please refer to Scientist quote for my feelings about the Device set today.
I do feel that IOs did screw up the game a bit. They made some AT less needed. Back in the day everyone wanted a stone tank and a empath. If you had any one of those you were sure to get a team. Today you hardly see empaths. I have run missions in which my Kin was the healer.
Again I mentioned some suggestions for Device in this thread that I feel will bring them a bit up to snuff with the rest of the sets.
We clearly cannot say that power X is better then Power Y because each has there own tactic or strategy. Example Boost Range from EM. When used I can kill mobs before they can actually reach me or get into range to strike back with there own range attacks. So even if you fired off your biggest AOE attack from ice, mobs still get a chance to hit back, it's just the way the game works. So end result is you could kill the whole spawn and in turn get killed yourself. But with Boost Range that rule no longer holds true. The one issue is you need to have the room to distance yourself away from the mobs to attempt that. Sometimes mobs are right around the corner and boost range is useless in this instance. But when I do have the range which is about 9 time out of 10 I can kill the whole spawn before a Device player even tries to use any of there powers. You wouldn't have a chance to place a trip mine or you would be placing it after the fact.
Trip mine is interpretable and causes you to loose endurance even if you fail. So end result is the only time your placing any Trip mines is before a fight. Because once you start any hit ranged, melee or aoe will cause you to fail. Where as my defense cap Trap Defender can place them any time. In the beginning, middle and end.
End result you have to look at the whole thing today not just the AT because IOs do make a difference regardless if the game is balanced around SOs. This is why a Dominator is soloing Master TFs.
Devices regardless of the IOs still cannot compare because no matter what the IO is offering because the power is lacking. Smoke grenade perception is auto hit and the -ToHit debuff component requires a hit check. It only last 60 seconds. Compared to Traps FFG which can give a team 20 to 25 % Defense increase along with hold and other resistances. On top have you ever seen mobs try to kill a FFG ? It takes a bunch of mobs before that thing goes down. I use it sometimes just to take aggro and I walk in and just resummon another so I have the steady flow of defenses. The down side it is a bit slow to react to your movements. So if your rush in you will loose some defense for several seconds.
All these AT have there ups and downs, beyond the fun factor persay of device it has too many downs compared to other sets. -
I don't know where your trying to go with this build. If your just working on a theme then it don't matter what you pick as long as it fits into your theme.
But here is the reality. Unless your soloing or part of a Role playing group that require some constraints, you can make anything fit into a super hero technology stand point. You picked invisibility then I see no reason why you can't get the costume part Piston boots and pick up super speed. Cloaking Device and super speed will offer you that stealth run ability. You can add in a stealth IO in case you forget to activate cloaking device. But your cloaking device does not work in conjunction with other powers.
Build wise you have nothing really going for you. Your using IOs but getting nothing out of them. If anything your getting recharge, for that you can make the build cheaper and gain the same benefits.
I would suggest looking over this thread which is about AR Device to get some ideas and look at some of the numbers.
http://boards.cityofheroes.com/showthread.php?t=187775
If that does not serve your purpose then I would look to find ways with generic IOs to obtain the recharge and damage your looking to obtain. You can just slot those procs by themselves and save yourself some money.
Perfect example your slotting Steadfast protection +3% defense but your defenses are in the teens. You have invisibility with Cloaking Device. Your a bit all over the place so it's hard to see were your going. Between costume parts and powers you can still fit into the tech theme your looking for and have some other benefits as well. -
I would like to see a alternate set for each primary and each secondary. So when you level and have to pick powers you have 2 powers to choose from from each primary and each secondary. Would be a great way to diversify the builds and it is like introducing new sets. How many times did I wish with my Earth Rad Troller I just had one or two attacks for solo play reasons.
I would start with the least played sets. I'm pretty sure they have all the stats to determine this. Further it would not break that cottage rule issue. -
@Dragonkat
Not even gonna quote. Go back and read you pumping out damage on page 6
Remark number 2 which I already quoted in a previous thread about you numbering what Device can do and other sets can partially do.
No the challenge at this time was pretty much you showing me how device is so much better then traps. I explained why someone should take device in today's game. You vehemently disagree to the point of cursing at people ( which I find humorous that someone in a thread could invoke some feelings like that ). But again your blindly talking about the set without admitting many of its lack luster powers.
I offered you to pick the mission in AH because its static for the most part nothing more, nothing less.
Quote:No your gonna show me how bad of a player I am and how your 5 IOs and 70+ Generic build is gonna spank me and teach me a lesson.Originally Posted by DragonkatAnd while we're at it, can your defense build or your challenge teach aggro mangement, how to dodge alphas, corner and door pulling, target prioritizing, learning how to support a team, stealth pulling bosses from a smoked pack, proper insp use, defiance buffing your attack chain, learning how to mez/stun before it happens to you, differences between mob types, when it's best to range or blap, or AKA everything blasters had to know and learn for how many years of coh before we got IO's? And before apparently defense sets became your magic bullet to everything? Not that they are, just off the top of my head for those relying only on defense over actually knowing how to play a blaster.
Honestly I knew you weren't going take the challenge.
You boast so much about Device and how it does more then Traps but when I offer you the chance to prove it you buckle.
I don't care what metric you use to define success. But I cannot think of any challenge that does not have some sort of constraints or factors that determine success. Sadly you fell on the fun factor position as an excuse. With your build you might be at most running 1/3 or 2/4. I'm running 0/8, 1/8 but for some reason I am having less fun ? Your right I should have been less team selfish and picked up combat jump instead of maneuvers, why should I give a team some defense when its all about me..
You want to make a factor of how much damage you do not take? By all means, okay..
If you think your ice /device can some how handle a 0/8 mission I want to see it as so do several others. I think it would be great if you ran a mission and had some of us present so you can rub our proverbial faces in it.
But demo record ? Nah you can modify things with Demo record, its a video. I see videos of flying saucers on the internet all the time. I seen a video of a giant fire breathing dinosaur crush japan just to have a giant moth save it.
Stop dancing around and pick the mission. I would suggest some sort of S/L mobs which might give you a better chance of surviving. But if you want malta, by all means.
Its at this point you need to show me how great device does all the stuff you say it does. -
Quote:I just created one last night after reading this thread and thinking the same.I Archery/Traps it was stupid sick lol. Mind you that's mostly after RoA but still It was nice dmg. Archery/Traps was my fave though.
I can see this going this route. Drop Trip mine at your feet, Fire off ROA and exploding Arrow, mobs run and blow up from Trip mine. IF anything is still alive at this point you use fist full to clear out the stragglers. Since you can get defense cap with this build. I can see you pulling 2 groups. One with ROA and another with Exploding Arrow. Just prior you drop a trip mine and then move in front of it, once all that half dead aggro moves in you move back a bit and have them activate the mine. Kill off Stragglers with Fist full.
I have a Def Cap Defender which is Traps AR and he is pretty much my go to guy. I have him alpha slotted and can handle anything. Solo with Vigilance and Damage Alpha he is putting out nice damage running 0/8 missions just for the easy factor, but I can run higher if there was some advantage of running at a higher setting. But I think Archery would fair a bit better. Scourge and more targeted AOE attacks that are PBAOE useful. AR has cones which require you to move back to get decent effect from them. Ignite is nice but the run factor hurts it sometimes. So Archery allows you to fire shot right on top of yourself. -
I posted the wrong build as it is not capped out. I will edit this post with the correct build. I have both solo and with 3 pets build.
-
Much has been said so waste of time repeating. But I will say if you go back at most 4 or 5 pages or even do a search for threads I posted in these forums, you will without a doubt find builds your asking about.
-
I've been reading some odd remarks about Alpha slotting which no one contested. I was under the impression with Alpha slotting you can only have one active at a time. I have been reading about some talking about having one rare and another minor one running or looking to have both running.
Now I do see some wording and slotting that is not available atm and I am getting the impression that some sort of mix and matching will be allowed down the line but currently there is no way to have 2 alpha slots running simultaneously correct ? So I cannot have Tier one Nerve running with Tier 3 Cardiac persay. -
I second Traps.
Traps plus AOE Attack powers. I have Traps AR and its pretty great. Defense Cap Alpha slotted for Damage, the rare alpha works well with the other powers and effects Traps offers. Solo with Vigilance working your really pumping out some numbers. Pick up Power sink and now your defense capped dealing some nice aoe damage, lockdown proc in poison trap holds whatever poison missed, so you can have 6 or 7 mobs held and on top when your running low on endurance hit power sink and drain the remaining mobs to fill your endurance bar. So the only inspirations you need might be reds to even increase your DPS even higher.
Without a doubt its one of my coolest Traps builds I have. I have a Traps Robot MM, Traps Demon MM, and a Sonic Traps corruptor. But Traps AR Defender is great for any mission any time.
I might consider also Archery because ROA and Explosive arrow can be done on PBAOE where as Full auto and flamethrower need some range for the cone to give some dps and ignite causes mobs to run away. I can see you dropping trip mine, ROA, Explosive Arrow let mobs rush in on you get blown up and then fire off Explosive arrow on the rest of the mobs on top of you.
Matter of fact I might make a Corruptor this way.